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===HQ=== The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building [[Your_dudes|our guys]]. Listed here are some common builds so that you don't have to read "Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack" and so on. #{{W40kKeyword|Jump pack}}: Mobility is the name of the game. The model gains 12" movement, fly and can deepstrike, so he can appear anywhere and ignore terrain, jump over the enemy's bubblewrap alongside your Vanguard Vets and even '''[[Awesome|punch a damn airplane to death]]'''. #{{W40kKeyword|Bike}}: High speed, high drag. The character becomes a battering ram, gaining a speedy bike that can turbo boot to M20", T5, +W1, and an additional 4 bolter shots. Sadly, all but Captain on the bike were relegated to the Index, which makes the whole bunch overpriced and without the new rules like Shock Assault or Doctrines. SQUATTED. #{{W40kKeyword|Terminator}}: The heavy armour. +1W 2+/5++ and Deep Strike but only 5" movement and a slightly reduced wargear selection. Not meant to move around much, positioning is often determined by a Deep strike or the Land Raider that is carrying him around. Provides a lot of protection for your character. A Character's Iron Halo or Rosarius' 4++ has prevalence ofc. #{{W40kKeyword|Primaris}}: Extra beef for a relatively low cost. +1W +1A, but usually restricted customization options. Segregated to their hover transports; that used to mean restricted, but now they're more of a separate-but-equal kind of deal. #{{W40kKeyword|Phobos}}: Operator Primaris with stealth training, Concealed Positions let them keep up with infiltrators. *'''Wolf Lord:''' The Captain-equivalent is the no-frills infantry HQ choice. While his aura can prevent your Space Wolves plasma from blowing themselves up (and also affects Vehicles) and he's got a nifty Master-crafted Bolter he can swap for Combis, his stats make him really shine when wielding a Power Fist/Thunder Hammer; ''don't'' do this without a credible plan for delivering him into melee. If his job is babysitting your backline only, give him your favorite ranged weapon of a bolt pistol (minimum cost, and gives him 2 shots, since he has another one), a storm bolter (best cost efficiency against GEQ/MEQ), or his original gun (best cost efficiency against TEQ), and keep other options off him to keep him cheap. Otherwise, see the Jump Pack section for how to equip a mobile Lord, even if your solution is going to be a transport instead. **'''Jump Pack:''' What it says on the tin, your Captain can now {{W40Kkeyword|Fly}}. Deep strike, 12" movement, jump over units, '''[[Awesome|punch a damn airplane to death]]'''. Key above all is that he can <u>jump over the enemy's bubblewrap</u> alongside your Van-Wolf Guard and Skyclaws, and get his aura or his melee murderin' to where you need it most. For wargear choices, if you take the Power Fist/Thunder Hammer you ought to, while the Storm Shield no longer hinders him in melee, he's already got the protection of being a Character and a 4++, but 3++ can be crucial against strong enough Overwatch, since you'll probably be charging things a lot. It's an option if you absolutely need it; other reasonable choices for his non-melee-weapon hand include his footslotting ranged choices, a combi-flamer for hordes/overwatch, or a combi-melta if you ''really'' want even more anti-tank punch, since he can't take a regular melta. ** '''Wolf Lord in Terminator Armour:''' Essentially +1W, a 2+ save, and deep strike, at the cost of -1" movement, 31 points, and taking up more transport capacity. Terminator weapon options are more restricted than the regular ones, but he can mount a grenade launcher on his power fist. There's no good reason to take this guy - the points cost is brutal relative to the lackluster benefits, particularly since after showing up, he's so lacking in mobility. ** '''Wolf Lord in Cataphractii Armour:''' +1W, a 2+ save, 3++ without taking up his arm, and deep strike, at the cost of -2" movement, 1/2 distance Advances, 52 points, and taking up more transport capacity. Shares most of the problems as the Lord in Terminator Armour; the 21 point cost to get the 3++ without needing a Storm Shield is a bit steep, since the Shield only costs 15 - even without the Cataphractii suit's movement penalties, it would be like taking the Terminator Lord with a Storm Shield, and paying 6 points extra for a second weapon. With the movement penalties, it means it's a poor choice for the same reason as the Terminator Lord: not nearly enough mobility for the cost. ** '''Primaris Wolf Lord:''' Regular foot Wolf Lord, but Primaris: for when you want a bigger Wolf Lord but you aren't buying him a motorcycle, termie suit, or decent melee weapon. As with most Primaris units, even with +1W +1A, he's geared for '''ranged combat first, melee second''' (lest he invalidate the regular Wolf Lord). Decent personal guns to do stuff while he buffs your backline dakka, can buy a regular Power Sword as a deterrent, and that's it. Can only mount a Repulsor, but he's not in a hurry to get anywhere anyway. Not really worth the cost; he hasn't got more attacks than your regular Lord would with a chainsword, and the +1W and better output past 12" isn't worth the 11 point cost, given you're paying for a babysitter, not a murder monster. ** '''Primaris Wolf Lord in Gravis Armor:''' He's an up-armoured melee-focused Primaris Wolf Lord, with T5 (as opposed to 2+) providing protection against S4/S5 hits (does nothing against lasguns). You'll only use his Master-crafted Power sword against T2 W2, because his Boltstorm Gauntlet has Power Fist stats, meaning the only benefit of the sword is the flat D2, offering a slight boost when murdering targets with exactly 2 wounds left in exchange for ''half'' strength, on top of having a Pistol 3 Boltpistol strapped on. 5" movement but no deepstrike means this guy NEEDS to outflank or a Repulsor to get anywhere, but being built for murder, you need to deliver him or he'll waste his points. Clever GW. Still cannot compete with a non-Primaris Wolf Lord deliberately built for murder, since A5 D1d3 is worse than A4 D3 in general, and likewise his other benefits can't compete with the choices available to a standard Lord - his primary benefit is that if you're taking a Repulsor ''anyway'', he can legally ride it. **'''Primaris Wolf Lord in Phobos Armour:''' A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30", Heavy 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12"), and concealed positions (deep strike, but before first turn). You'll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine...and overcosted to boot. **'''Wolf Lord on Bike (Legends):''' ''It took Cawl 10,000 years of work to still come short of what this guy becomes by just riding a bike''. He's not only the fastest Wolf Lord at 14" movement (barring deep strikes), but can also become one of most resilient ones by virtue of combining his T5 with a Storm Shield, something a Gravis can't do. He's also the shootiest, as the bike has a Twin Boltgun, and he can swap his Master-Crafted Bolter for a Storm Bolter. The thing he does that nobody else can, however, is being a fast T5 W6 TH/SS dude. '''Resilient, Fast, Strong, and he's not even the most expensive Wolf Lord!''' It's a steal at only 98 points base. *** Make him your warlord with Saga of the Hunter which allows him to advance AND charge in the same turn. Give him Wolf Guard on Bikes as an escort with storm shields and a melee weapon each, along with the bike's gun, and you have a very dangerous distraction carnifex. Reminder that the Deed of Legend for this warlord trait is simply making a charge, so you have a whole bike squadron moving 20" AND charging. If you don't advance, then you have 20 shots from the 5 man guard unit alone, or 40 if you give them storm bolters. Very fun. ** '''Wolf Lord on Thunderwolf:''' Fast, tough, and deadly. 20 points more than riding a Bike, and you lose 4 inches of movement, automatically fast Advances, the (mandatory) storm bolter, and the choice of a master-crafted bolter, in exchange for +1W, the ability to take a normal bolter, and 3 additional attacks at S5 AP-1 D1. Those last are the real reason to take him over the Bike choice; they only hit as hard as basic Wulfen claws do, but they do it with the Lord's WS (2+, re-rolling 1s). Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank. *'''Wolf Guard Battle Leader:''' While the Wolf Lord lets you reroll 1s to hit, his subordinate lets you reroll 1s to wound, which is better for anything that automatically hits, like flamers. Have them babysit mobs of Blood Claws or Skyclaws along with Wolf Lords/Priests. This approach makes the newbies surprisingly deadly on the charge, while letting you shoot for detachments that give you more command points. A really useful unit, seeing as how prevalent hit bonuses are in this codex. Improving wound rolls is key. **''Jump pack:'' If you were thinking of footslogging this guy in power armor for 60 points, he makes for a very cheap HQ. However, it costs a mere 18 points to give this man a jump pack, letting you get both his buff and his combat output where you need it; it's pretty much an auto-include if you take him this way. Start him in low orbit, and then bring him down at the end of the movement phase wherever you want to get the perfect 12" bubble, and from then onward he can jump around getting wherever he is needed. ** '''Wolf Guard Battle Leader in Terminator Armour:''' Don't bother and just take Arjac. ** '''Wolf Guard Battle Leader on Bike (Legends):''' Absolutely amazing, at only 7 points more than the Jump Pack option, since both his melee and his ranged are worse than the Lord's, meaning you care even more about his mobility, to get his buff into position. Can't Deep Strike or traverse intervening models, but 20" is a ''lot'' more than 13.5" average. ** '''Wolf Guard Battle Leader on Thunderwolf:''' Goes along with his Wolf Lord counterpart very well. These guys together babysitting Thunderwolf Cavalry make them something like the rape machines they once were. Costs 19 points more than the Bike version does, but at BS3+, the inferior guns matter slightly less than the same choice for your Lord. ** '''Primaris Battle Leader:''' Wolf Guard Battle Leaders with an extra wound and (much) more limited weapons options for 10 points more. They also have a different starting loadout than the vanilla Primaris Lieutenants, with a power axe and a bolt carbine as their standard weapons. **'''Battle Leader in Phobos Armor:''' Another Primaris variant, with the same Tactical Precision ability as the others, but this one has a master-crafted D2 version of the cover-ignoring Occulus Bolt Carbine that Incursors get, along with their paired combat blades. However, instead of Concealed Positions, he takes a grav-chute for deep striking. ***He can swap his normal loadout for a heavy bolt pistol and single combat knife, just like a Reiver. He even gains the REIVER keyword, and therefore the Terror Troops capacity (scary). But, ironically, he then has to sacrifice his grav-chute (not that scary), instead taking the same smoke grenade that Incursors get. Technically, he becomes a good leader for other Reivers, but because he loses his capacity to deep strike, you have to put him in a transport. Since deep striking is an essential part of the use Reivers squad (grav-chute or grapnel), if you really want to babysit them, you should stick to the "normal" Lieutenant in Phobos Armour. ***Yes, the Incursor-like Lieutenant is forced to take a Reiver-like grav-chute that would only let him join concealed Incursor squads a full turn late, while the Reiver-like Lieutenant is forced to replace his grav-chute with Incursor-like smoke grenades making him useless for accompanying Reivers. Cross your fingers that this will be corrected in errata, otherwise accept that whatever loadout you use will be awkward and unoptimized for the role you use it in. *'''Rune Priest:''' Mobile cover is still useful, and with the Cloaked By the Storm Stratagem he can buff allies even without Storm Caller; his wargear is pretty good, and he's cheaper off the bat than a vanilla Librarian on top of having a -1 improvement to WS, since you can field him without a Psychic Hood, so he's a cheaper ''Smite'' source. Go ahead and take him. Particularly good with a jump pack, for making sure ''Smite'' happens where you want it to. A decent melee weapon is optional, but goes nicely with Fury of the Wolf Spirits to make a melee beatstick. ** '''Rune Priest in Terminator Armour:''' If you give him the Storm Caller power, he can make a nice escort for Wolf Guard Terminators, keeping them alive long enough for them to get into close combat. With wargear and a psychic hood they come to 164 points, though, which is only 3 points less than Terminator Njal, who is far superior at pretty much everything. Keep them cheap and mobile or just take Njal. ** '''Rune Priest on Bike (Legends):''' Having a 14" move on a caster is really useful, and so is having a T5 HQ. Taking this guy as your warlord will go a long way to deny your opponent Slay The Warlord unless you peril (This is what command points are for.) Give him a Storm Bolter to stack with his Twin Boltgun and the classic Runic Axe and this guy becomes pretty good at everything, especially CHARACTER killing. **'''Primaris Rune Priest:''' +1W, +1A, and more limited wargear - his psychic hood is mandatory, and he can't take runic armour, a jump pack, or a combi-weapon - but costs a point ''less'' than a Rune Priest with identical wargear (a bolt pistol and force/runic sword), and he hits harder than Rune Priest, too. Take if and only if you want to footslog him, as he's nigh-impossible to deliver anywhere quickly, unlike a Rune Priest. **'''Rune Priest in Phobos Armour:''' Primaris Rune Priest with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that's basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol. *** Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability. *'''Wolf Priest:''' The lovechild of an Apothecary and Chaplain, he makes you deadlier in combat (re-roll ALL failed to-hit rolls in the fight phase) and braver (friendly Space Wolves within 6" use his Ld9), but can also heal wounded models. Makes a natural companion to Wolf Guard Battle Leaders, as their buffs are complementary, and the priest can keep the youngster alive. Remember to keep in mind that he can't return slain models back to a unit, unlike our apothecary brethren. Can't swap his gun for a powerfist unlike the codex version, instead letting you take a powerfist outright, which allows him to keep his pistol. ** '''Wolf Priest with jump pack:''' You know it, you love it. Deep strike next to a wounded character, heal d3 lost wounds, then make them turn around and punch the nearest unit with their buff. ** '''Wolf Priest in Terminator Armour:''' +1W 2+ armour, at the cost of 5" movement, but can deep strike. Take this when you want resilience over damage after deepstriking. ** '''Wolf Priest on Bike:''' If you're looking for both survivability and the mobility then this is for you. Bikes got a massive buff as they move farther than before, giving the rider an extra wound and a toughness bonus. Lacks the Jump Pack's {{W40kKeyword|Fly}} & deepstrike shenanigans, but can still cover massive amounts of distance per turn. **'''Primaris Wolf Priest:''' Functionally identical to the Primaris Chaplain, albeit with the Wolf Priest's healing abilities added. Comes with the standard Primaris buffs, along with the better pistol. *'''Chaplain Dreadnought <sup>Forgeworld</sup> '''.It shares Bjorn's awesomesauce "ability" of being a 5++,6+++ dread that can't be shot at(apart from snipers). It also buffs the strength of friendly models fighting the same unit as the dreadnought. It's also reasonably priced considering it's many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it's strengths ultimately it's buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot. ** Disagree on that last point; Bjorn provides additional CP, his buff is active much more of the time, and hits much harder in assault, with Trueclaw being S12, AP-4, Dd6, re-rolling failed to-wounds. Take BOTH. *'''Iron Priest:''' Like a standard Techmarine, but with swapped WS and BS(better WS, worse BS), and comes stock with a Thunder Hammer, that can be swapped for a Tempest Hammer that for +5 points.(Swapped in the Codex) Sadly has a -1 to hit from the FAQ but inflicts a Mortal Wound on a 6 if it fails to kill its target (it's alright). Also gets the option to take a Helfrost pistol(stock in the Codex), which is equivalent to a pistol Meltagun with Mortal-on-6 instead of Melta at a 2 pt discount (may have some value if you keep the Priest close to the front lines). As of CA 2018 Servo arms are now free making this unit a far more compelling choice. As your cheapest HQ he acts as an excellent relic holder or warlord for smaller point games. An Iron Piest with servitors following can seriously break some stuff in CQC for an exceedingly low cost. Iron Priests have no options to take a Servo-Harness or Conversion Beamer, bummer. Looks like the [[Alpha Legion ]] and [[Thousand Sons]] did some ransacking before they left. ** '''Iron Priest on Bike:''' The Biker Priest is the option you'll want to go for - that 20" move will allow you to zip round the battlefield healing your tanks where required for only 7 points more than a regular priest. Note, though, that an Iron Priest on bike can't repair if he moved more than 6", so his move is for getting him ready to repair - he can't just zip over and repair ''now'', and his repair mobility is actually ''worse'' than on foot, since the foot version can Advance for a total of 7-12" and still repair. Also, of course, the bike comes with a storm bolter. ** '''Iron Priest on Thunderwolf:'''These guys used to be really good in 7th edition, but they've fallen hard. 6 wounds and a 2+ is nice but without a decent invuln save, he's very susceptible to anti-TEQ shooting. And he can't take Cyberwolves to eat wounds anymore! He's okay-ish in melee with the Thunder/Tempest Hammer, but with only a few attacks plus the mount's attacks, he doesn't do all that much in melee. Unfortunately, there really isn't much reason to take him anymore. *'''Rhino Primaris (Legends):''' One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment (a 72" range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn't need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12" with either a +1 to hit, a -1 to morale tests, or healing a wound (for vehicles only). It only has room to transport 6 units, though that's just enough for a Character and Wolf Guard Pack. **Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn't worth the extra damage. Unless you use the Servo-skull hubs +1 to hit on the Rhino, in which case you can overheat without risk. Probably better spent on those Hellblasters or plasma Long Fangs though. **Positioning is important, but it's even more important with the Rhino Primaris. Rhinos are tougher now, but you don't want your light APC in harm's way. But if you camp it behind a ruin that's somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy. Hitting enemy targets with BS 2+ anti-tank weaponry from nowhere? That's the value of positioning. **Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay (which can now be fired on turn one, a significant boost from 7th). Hitting on 2+ with a weapon this powerful is amazing, whether it's D3 or D6 shots. Add some way to reroll ones/hits and you can really lay a beating on something. A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help. **If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start. *'''Land Raider Excelsior (Legends):''' The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Wolf Lords ability to grant re-rolls for hit results of 1 for units within 6" of it, a pair of twin lascannons, a combi-plasma, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it'll gain a +1 to hit for all shooting attacks if it stays within 24" of the Rhino Primaris. Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. **As is the case for the Rhino Primaris, do ''not'' overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you're close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2. **Often overlooked, this thing is a Character. While it has too many wounds to 'hide,' you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book. It's expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord. Avoid getting stuck in melee, however; you're a tank and you still suck in the fight phase. You want this thing shooting at medium/heavy infantry and vehicles. ====Special characters==== *'''[[Arjac Rockfist]]:''' "<s>Mjolnir</s> Foehammer to me!"*cough* The Anvil of Fenris has received a big promotion this edition and is now a fully fledged Wolf Guard Battle Leader in the HQ section. Has the standard re-roll 1's to wound aura like normal Battle Leaders but combines it with an amazing +1 attack buff to Wolf Guard of all varieties around him (including Thunderwolves and himself) as well. In combat he's an absolute beast with 5 Strength 10 thunder hammer attacks due to his sheer size without the usual -1 to hit penalty (although, as a Space Wolf with WS2+, he would normally ignore the penalty anyhow). As a trade off it only does 1d3 damage; however, this is bumped back up to 3 damage against characters and monsters. In addition to this, he is able to re-roll all missed hits against characters and monsters, which, combined with his re-roll 1's to wound, makes him a supreme duelist, and all for only 8 points more than a similarly equipped terminator battle leader. Still gets to throw his hammer and the Anvil Shield now also reduces all wounds suffered by 1. An absolute auto-include if you're running an army with Terminators, Thunderwolves, or Wolf Guard bikers (just remember he can't keep up with the latter two, so he'll have to deep strike in to provide his buff). *'''[[Bjorn the Fell Handed]]:''' With the buffs to Dreads in 8th Bjorn may well be the most powerful non-Lord of War unit in the game right now. To start with he grants all Space Wolves units within 9 re-rolls of 1's to hit (thanks to Saga of the Majesty buffing his aura) and gives you a command point just for being on the table. Damn near unkillable due to his T8, W8, 5+ ignore all wounds save combined with the character rule so he can't even be targeted if near another unit. He packs 5 strength 12, AP -4, D1d6 attacks with re-rolls to hit and wound in combat so there's very little that won't just get splattered upon contact. With movement 8 he doesn't get around too badly either, spraying heavy weapon shots with re-rolls as he does so. The main drawback for all this awesome is high points cost ranging from 216 pts for basic assault cannon/heavy flamer setup to 234 pts for twin lascannons. But it doesn't take a lot to get your points back with him and he'll easily clean out enemy monsters/vehicles that cost way more than he does while buffing your army in the process. Just point him towards the enemy and have fun. ** Bjorn is more or less a discount Leviathan dread. Leviathan is slightly tougher, Bjorn hits much better in CC. He moves quicker, and will remain full power no matter how much damage he takes. Though the Leviathan brings ridiculous dakka to the table, in a comparison of shooting ability Bjorn looses out. Key in the comparison is the fact that Bjorn is a character and has 8 very tough wounds. This helps ensure that he will brutalize his opponents in CC, whereas the leviathan though equally powerful, will usually absorb a ''lot'' of enemy firepower before he gets stuck in resulting in significantly reducing damage output. Basically, if you want to kill a swarm lord in CC, Bjorn will usually be the optimal and cheaper option; whereas if you prefer bug zapping at a more comfortable 18" (a smart idea since your opponent will try and tarpit the heavies) take the Leviathan. ** He's a good addition, especially for a non-deepstrike/outflanking army, and while he's tough, he's certainly not tough enough for this level of raving about. T8, 3+ armour, 5+ ignores lost wounds isn't too high up there. If it you're taking a detachment centered on Bjorn, do yourself a favour and take Bray'arth Ashmantle instead; T9, 2+ armour, 5+ invulnerable, and 4+ ignores lost wounds. Less damage output in close combat, but with 2d6 S6 AP-2 D3 autohitting attacks, it will even out either during overwatch or before charging. *'''[[Canis Wolfborn]]:''' Dog Wolfborn has returned as a standard yet pretty overpriced Thunderwolf Battle Leader with Wolf Claws. 40pts extra gets you a +1 attack aura for Thunderwolves, Fenrisian Wolves and Cyberowolves teeth and claw attacks, a re-roll on his (and only his) charge rolls and a BS of 5+. With no invulnerable save he will get melted at the first sight of multiple wounds so you'll find a Battle Leader with TH/SS a lot more effective. In short unless you're running a bucket load of Fenrisian Wolves leave him at home. *'''[[Harald Deathwolf]]:''' This guy, right here, cheap as chips with a captain buff, Thunderwolf, storm shield, and pretty nice melee. He can deploy 9" from enemies through pseudo-outflank to threaten a charge. What really makes this guy nuts is that he receives a +1 to armour saves against shooting attacks. So survivable, this is an 8th edition attempt at [[Chapter Master Smashfucker]]. His frost axe deals 2 wounds a pop as well and deals an extra mortal wound on a wound roll of 6, so even heavy infantry wont be safe. A few Wolf Scouts deploying behind enemy lines will protect him as well, whilst he lets them spray supercharged plasma around with his hit re-rolls. Gives extra buffs to Thunderwolf cavalry *'''[[Krom Dragongaze]]:''' A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his frost axe deals D1d3, and he reduces enemy units' morale within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. *'''[[Logan Grimnar]]:''' Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with terminator armour, a 4++ save, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. His axe has two profiles, though neither are particularly special, being essentially a +2S force sword or a thunder hammer. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don't take morale within 6" of him. He's still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras. ** '''[[Logan Grimnar]] on Stormrider:''' For 190 points now, the sled bumps his toughness to 6 and wounds to 12. With only a 10" move that degrades and the ability to re-roll charges without needing the rule from elsewhere (like Wulfen), this basically means he'll be staring down the barrels of your opponent's heavy weapons with no protection for a couple of turns, as he can't hide near other units; on the bright side, he does get to keep his old 2+/4++. The extra attacks from the wolves aren't going to do much to anything that isn't light infantry, but they help. He also gains the ability to re-roll failed charges, which helps to compensate for his speed. ***While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai (and don't forget, he ''can't'' re-roll hit rolls of 2 with it, even though they are misses), and reducing his Heroic Intervention distance. That said, because he is a {{w40Kkeyword|vehicle}}, he ''is'' repairable by an (overcosted) Iron Priest. ****The latest errata makes him cavalry which should qualify him for the chapter tactic again. ***'''Alternative Take:''' Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army. He soaks a decent amount of firepower with a 4++ invulnerable on 12 wounds and has a man-sized fight phase. He requires good [[Dakka]] to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. Great as a [[DISTRACTION CARNIFEX]] and provides good aura buffs to boot. *'''[[Njal Stormcaller]]:''' See below. You will be generally be better off giving him Runic Terminator Armour for maximum effectiveness, only take him if will be tranported and you wanto save some points. **'''[[Njal Stormcaller]] in Runic Terminator Armour:''' Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 153 pts he's 15pts more than normal Njal but with an extra wound, 4++ and the ability to deep strike. Also only 13 pts more than a similarly equipped Terminator Rune Priest but with a lot more benefits. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on one of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault D6 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. *'''[[Ragnar Blackmane]]:''' Got Primarised in the Space Wolves codex, so according to [https://i.imgur.com/zLqOD8e.jpg the rules], his non-Primaris version is no longer legal. Since you can play any way you like, his original entry is preserved below, followed by his "real" entry. **Comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. **'''Ragnar Blackmane (Primaris)''': As expected he gets the extra wound and attack that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". Get this guy in an Impulsor with either Incursors, Reivers or Veteran Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! **'''This guy is the beast... but being a primaris you will find so much trouble to pair him with other assaulting units that might be better to leave him home. No mire drop pod for him, no landraider or stormwolf with wulfens,wolf guard termies or blood claws. Only footslog or different transport. Option the would be reivers, kinda meh! *'''[[Ulrik the Slayer]]:''' Ulrik's a souped-up pseudo-Wolf Priest with +1 to BS, W, and A, +3" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility) to also add +1 to melee wound rolls. Either way, he's not a real Wolf Priest - he has the keyword, but he doesn't have the Priest rule, or any Litanies - instead, Slayer's Oath gives him the re-roll melee hits ability at all times without praying, and he can't pray for anything else. **Ulrik's not quite as good as he used to be, but at only 8 points over a regular similarly equipped Wolf Priest not a ''terrible'' choice. Still, you're honestly usually better off with a regular wolf priest or a Primaris one, depending on what you wanted - Ulrik's aura has ''terrible'' synergy with your Chapter Tactic, so the other Prayers are usually better, even though they can fail.
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